Weapons

Weapon Types


  • Each weapon gives a bonus to attack rolls. The higher the weapon bonus, the greater the chance of inflicting a higher severity wound.

DESIGN NOTES:

  • Default: +1 injury mod, 20 crit range, 2 traits
  • Light weapons: reduce iterative attack penalty by 1 disadvantage. (+1)
  • One-handed: default
  • Two-handed: designed to require 2 hands to wield or incur +1 disadvantage on melee attack rolls (-1)
  • These mods can be increased or decreased by exchanging attributes at a rate of 1 injury mod = 1 trait = +1 crit range.

Light Weapons

  • Light weapons are designed to be wielded with one hand without being cumbersome.
  • The penalty for iterative attacks with light weapons is reduced by 1 disadvantage.

One-Handed Weapons

  • One-handed weapons are designed to be wielded with one hand.
  • Wielding a one-handed weapon with two hands grants a +1 circumstance bonus to attack rolls.

Two-Handed Weapons

  • Two-handed weapons are designed to be wielded with two hands. You cannot attack with this weapon if you use only one hand.
Weapon Cost Weight Attack Modifier Critical Modifier Damage Type Group Traits Description
Light
Unarmed Strike +0 +0 B Natural attached, close
Tonfa +2 +0 B Club defensive, grapple A sturdy stick with a perpendicular handle attached a third of the way down its length. [wiki]
Dagger +2 +0 P Knife
Sickle +2 +0 S Knife
Cosh +0 +1 B Club Also known as a blackjack or a sap, consisting of a dense weight attached to the end of a short shaft. [wiki]
Stiletto +0 +1 P Knife
Handaxe +0 +1 S Axe
One-Handed
Mace +3 +0 B Club
Warpick +3 +0 P Pick
Jian +3 +0 S Sword versatile P A double-edged straight sword wielded in one hand. [wiki]
Warhammer +1 +1 B Club
Rapier +1 +1 P Sword disarm
Battleaxe +1 +1 S Axe cleave
Two-Handed
Battlestaff +5 +0 B Club reach, trip
Spear +5 +0 P Polearm reach
Longword +5 +0 S Sword versatile P
Maul +3 +1 B Club
Estoc +3 +1 P Sword A two-handed sword with a long, straight and stiff blade with no cutting edge, just a point. [wiki]
Greataxe +3 +1 S Axe cleave

Descriptions


Traits


You only gain the benefits of a weapon's traits when you wield it.

Attached

A weapon with this trait cannot be disarmed.

Brace

A weapon with this trait can be used to brace against a charge as a reaction. The wielder can make a free attack with her weapon against the first creature that charges at her once they become within her reach.

Cleave

Cleave attacks made with a weapon with this trait gain +1 advantage.

Close

A weapon with this trait can be used while grappled.

Disarm

Disarm attacks made with a weapon with this trait gains +1 advantage.

Defensive

A weapon with this trait reduces the severity of injuries received by 1 step when wielded while fighting defensively or using the total defense action. Minor injuries are negated.

Grapple

Grapple attacks made with a weapon with this trait gains +1 advantage.

Reach

Your reach for attacks made with a weapon with this trait increases by 1 size step.

Thrown

A melee weapon with this trait can be thrown as a ranged attack. Its range increment is equal to 10 feet plus 10 feet per Strength bonus (for a minimum of 10 feet).

Trip

Trip attacks made with a weapon with this trait gains +1 advantage.

Two-Handed

A weapon with this trait is designed to be wielded with either one or two hands. When wielded with two hands, the weapon's attack bonus is increased by +1.

Versatile

This trait comes with a damage type. A weapon with this trait can be used to inflict that damage type. You choose which damage type to apply each time you attack.

Weapon Groups


Each weapon group possess a critical effect in addition to the extra success degree from a critical hit.

Axe

Critical Effect: Choose one target adjacent to the initial target and within reach. Treat your attack roll for your critical hit as a non-critical attack roll against the adjacent target to determine if your attack also injures them, and by how many successful degrees if any.

Bow

Critical Effect:

Brawling

Critical Effect: The target becomes gains 1 slowed until the end of your next turn.

Club

Critical Effect: The target falls prone.

Dart

Critical Effect:

Firearm

Critical Effect: Your firearm's projectile pierces through your initial target to hit the next creature behind it. The creature must be in the same line of fire and range increment as the initial target. Treat your attack roll for your critical hit as a non-critical attack roll against the adjacent target to determine if your attack also injures them, and by how many successful degrees if any.

Knife

Critical Effect:

Natural

Critical Effect:

Pick

Critical Effect:

Polearm

Critical Effect: The target is moved 5 feet per successful degree in a direction of your choice. This movement provokes.

Shield

Critical Effect: You knock the target back from you 5 feet per successful degree. This movement provokes. If an obstacle prevents the target from being knocked back the full distance, the target falls off-guard until the start of their next turn.

Sling

Critical Effect: The target gains 1 slowed until the end of your next turn.

Sword

Critical Effect: The target is made off-balance by your attack, becoming off-guarded until the end of your next turn.

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